Papers for

game graphics programmers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Efficient sorting free 3d gaussian rendering through hybrid sampling and reconstruction

Gaussian Stippling: Efficient Sorting-Free 3D Gaussian Rendering through Hybrid Sampling and Spatiotemporal Reconstruction

Abstract: Conventional 3D Gaussian Splatting (3DGS) requires depth sorting and ordered alpha blending to correctly render overlapping Gaussian primitives. Stochastic transparency enables sorting-free rendering by replacing fractional alpha contributions with discrete stochastic visibility samples, but produces substantial spatial and temporal noise at low sample counts. We refer to this conversion from continuous Gaussian splats to discrete visibility samples as \textit{Gaussian Stippling}. Based on this, we present an efficient order-independent rendering and reconstruction framework that operates directly on unmodified 3DGS assets. Our method adaptively integrates primitive-based and fragment-based stippling, leveraging their complementary strengths across different rendering regimes to significantly improve rendering throughput. To recover high-quality images from sparse stochastic samples, we further introduce a lightweight Gaussian-aware spatiotemporal reconstruction network. By exploiting the Gaussian attributes retained by each stipple, the network aggregates structured stochastic clues across both space and time, effectively suppressing stippling noise. Experiments show that our hybrid Gaussian stippling method, coupled with a spatiotemporal reconstruction network trained on diverse scenes, generalizes to unseen scenes and enables interactive, temporally stable, and visually plausible rendering on mobile devices without retraining or preprocessing. With scene-specific training and appropriately scaled sampling and network capacity, our method further outperforms the baselines in visual quality, offering a high-fidelity configuration for quality-prioritized applications.

Tue 29 SeptGraphicsComputer Vision and Pattern Recognition
The gist
Rendering 3D images made of overlapping fuzzy spots usually needs careful sorting, which is slow. The authors introduce a way to skip sorting by turning these spots into random dots and then cleaning up the noisy results with a smart network. This method works well even on phones and can produce clear, stable images quickly without extra preparation. If trained for a specific scene, it can also create very high-quality images for demanding uses.
Open → 2609.38488v1

LiteTex-GS speeds up and simplifies texturing for 3D view synthesis

LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splatting

Abstract: Gaussian Splatting has enabled real-time novel view synthesis, but its tightly coupled geometry and appearance representation often require a large number of primitives to reproduce high-frequency texture details, leading to substantial memory and optimization costs. Recent textured 2D Gaussian methods alleviate this limitation by attaching texture maps to Gaussian primitives. However, bridging the fundamental structural gap between discrete Gaussians and continuous 2D grids requires complex parameterizations that introduce severe computational overhead. This overhead fundamentally compromises the original efficiency of Gaussian Splatting, making the balance between detailed texturing and computational agility an unresolved challenge. To address these challenges, we propose LiteTex-GS, a fast and lightweight texturing framework for Gaussian Splatting. Our method initializes an extremely compact representation, assigning minimal local texture to each Gaussian and progressively allocates higher resolution only to primitives with significant reconstruction errors. To maintain a streamlined geometric scaffold, we introduce a contribution- and area-aware pruning strategy that eliminates low-utility Gaussians. Furthermore, to mitigate the gradient dilution caused by texture upsampling, we design a resolution-aware update rule that preserves rapid and stable convergence. Extensive experiments on standard novel view synthesis benchmarks demonstrate that our method achieves competitive or superior rendering quality while using substantially fewer parameters and less training time than existing textured Gaussian baselines.

Sun 20 SeptComputer Vision and Pattern Recognition
The gist
Creating new views of 3D scenes on a computer can be slow and memory-heavy when textures are detailed. The authors introduce LiteTex-GS, a method that adds only small amounts of texture where needed and removes unimportant parts to keep things simple. This approach helps keep the process fast and uses less memory without losing image quality. Their experiments show it works well compared to older methods that are slower and larger.
Open → 2609.23380v1